Dice With Images on Edge and Polygon Sets with Images on Edge

ABSTRACT

A game piece and a process of manufacture and a method of play in which an image Y is divided into two parts, and in which the face of a game piece has either a first part or a second part along the side with the purpose of aligning the face with another game piece so as to complete image Y. Sets of game pieces are produced in various embodiments with unique attributes based on the parts of the image and the parts&#39; location on them. The sets are used in a variety of additional embodiments such as for strategy games, for trying to build 3D polyhedrons in which image Y is completed around each edge, or for designing polyhedrons which are then interacted with other polyhedrons to complete image Y in more embodiments.

CROSS-REFERENCE

This application claims priority to and the benefits of provisional patent application Ser. No 61/558,285, filed Nov. 10, 2011, which is incorporated by reference in its entirety by the present inventor.

PRIOR ART

None of the prior arts envision a game in which polyhedrons have images wrapped around their edges. Additionally, none of the prior arts predetermine sets of planar shapes such as polygons to have a part of an image A on a first polygon and a part of an image B on a second polygon that would together complete the image when two polygons are brought to be adjacent to one another in a particular formula that is suggested in this patent.

FIELD OF THE INVENTION

The invention relates to a spatial logical toy which can be a planar shape, a polygon, or a polyhedron that has a unique formula for placement of images on it. In various embodiments, the toy polyhedron is a die. Unlike other polyhedrons today, this invention places images that wrap around the edge of each face, rather than on the center of the face. Having images along the edge allows multiple polyhedrons to interact in completely novel ways. It opens up a wide range of new games. The method to create such a polyhedron is disclosed. The method requires careful planning and sometimes retooling to achieve the exact placement of the image along the edge. It takes careful planning to create a set of planar shapes and polygons that will have a unique formula for the placement of each part of the image so that it may or may not look complete when two polygons come together. Playing to orient these correctly near each other is another embodiment. It is possible to follow the same process to create more formulas for more sets. Playing with a set of planar shapes to assemble them into the polyhedron is also an embodiment disclosed. Playing with completed polyhedron to try and orient them so that they can align near each other and complete the image is another embodiment.

ADVANTAGES

Several advantages are to provide a challenging puzzle toy. Some advantages are to provide a means to create a formula for interaction. Many new products can develop using these advantages. These and other advantages will become apparent from a consideration of the ensuing description and accompanying drawings.

SUMMARY OF THE INVENTION

The object of the invention is to describe a process for manufacturing and a method for playing with and a game article that allows a part of an image to align on one side of a game piece and another part of the same image to align on another side of a game piece so that the game pieces may come together to complete the image.

BRIEF DESCRIPTION OF VARIOUS EMBODIMENTS

In one embodiment, a set of six square polygons is disclosed. No two squares have the same attributes, resulting from a different combination of the parts of the image around its sides. In one embodiment, the squares are used to play strategy games to complete image Y. In another embodiment, the squares are used as a spatial puzzle to build a cube in which all the squares may align to complete image Y wrapped around each edge, if they are oriented properly. In another embodiment, a formula for arranging a set of six squares, having particular attributes from the parts of A and B on them, in a die is disclosed. The die has a complete image wrapped around all its edges. The die is further described in embodiments for games with it. In addition to a six sided die made of six squares, other planar shapes and other polyhedrons are possible. Like the dice embodiment, another embodiment shows a set of triangles with portions of hearts allocated differently to each triangle so that each triangle has a distinct combination. Another embodiment proposes a game in which one tries to assemble the triangles in a 3D spatial puzzle. The solution to create such a pyramid is also disclosed. This illustrates as well the embodiment of a four-sided die with an image wrapped around each edge.

BRIEF DESCRIPTION OF DRAWINGS

FIGS. 1 a-1 d show from a top view that the image Y may be a symmetrical image or a non symmetrical image.

FIGS. 2 a-2 d show from a top view a variety of ways to cut image Y into two parts. The orientation and location of the cut is not relevant as long as it creates a part A and a part B.

FIGS. 3 a-3 b show that even an image that is concentric all the way around would work for this invention, but it is best to have some identifiable feature to distinguish between A and B.

FIGS. 4 a-4 b are a top view showing that part A and part B must align along the cut line to recreate a complete image Y.

FIGS. 5 a-5 c show, from a top view, that part A and or part B can align along the side of a shape and either become engraved, a negative space, stickers, or appear in other ways as long as they align in a specific measured place on x.

FIGS. 6 a-6 c is a top view to show one embodiment for placing parts A and parts B on squares in a formula that creates six distinct squares.

FIGS. 7 a-7 b is a top view that shows the assembly of two shapes to create the beginning of a polyhedron. The shapes join so as to align A+B (along their cut line aligned with the side of the shape) to create Y along specific spot x.

FIGS. 8 a-8 d show one embodiment to orient six shapes from the set of 6 a in order to create a cube or a die in a way that all the edges can connect to form a complete y. This is the view of an open die. Folding this design would show the embodiment of the die.

FIGS. 9 a-9 b show the embodiment of the challenge for six squares to be assembled and oriented to create a cube when the individual squares are separate.

FIG. 9 c shows a side view of an embodiment in which a six sided die has the six square faces assembled in the correct orientation to secure a complete image around each edge.

FIG. 10 a shows an embodiment that would allow two dice to be brought adjacent so as to create a complete heart all the way around where each die comes near the other die.

FIG. 10 b shows a side view in which two dice stack together but are not oriented well enough to match up every part A with every part B, so image Y of a heart in this embodiment is not complete.

FIG. 10 c shows an embodiment of two dice that almost stack on one another to form a complete image Y that in this embodiment is a heart. All but one Y would become complete when the two dice would approximate each other.

FIG. 11 a is a top view of the total possibilities of parts A and B spread in the embodiment of equilateral triangle objects having one part per side.

FIG. 11 b is a top open view of an embodiment of a formula for arranging a set of the four triangles from 11 a that each has one part per each side. The triangles approximate each other so that each image is complete. When this design is folded, all the edges will form a complete image, which in this embodiment is a heart.

DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS

The first step is to define image Y which is used for all embodiments. An image Y has an ANTERIOR end identified as “ANT” and a POSTERIOR end “POST.” FIG. 1 shows four different samples of an image Y having an ANT and a POST to show that all are possible embodiments for use as an image. 1 a has bilateral symmetry that is vertically apparent with the ANT and POST on opposite poles of this symmetry. A different image Y in 1 b has a horizontal bilateral symmetry. 1 c shows an image Y without symmetry mainly due to a hand that is higher on one side than on the other. 1 d shows a stick figure with a vertical bilateral symmetry. The dotted line reflects the line of symmetry in these images. 1 d is the same concept as 1 a for the purposes of all embodiments. 1 b is the same as 1 a and merely shows that any such image can be rotated. The 1 c is the only one that has no symmetry and it is also relevant for demonstrating this embodiment.

Image Y is divided into two parts—part A and part B. The line that cuts apart A and B is line C. In FIGS. 2-4, C shows the line of the cut illustrated by a black stroked line. FIG. 2 a shows the first sample image Y divided vertically along its midsaggital line to create part A and part B. Part A is a mirror image of part B. 2 a reflects any image having bilateral symmetry and cut along the midsaggital line. 2 b shows the image cut horizontally to create part A and part B that are visibly different from one another. 2 c shows a stick figure divided to create part A and part B. 2 c shows that the invention works also for a nonsymmetrical figure—and the hands in the stick figure are at different heights so it is easier to keep track of their position in the formula. 2 d shows another image cut horizontally to divide the POST and ANT so as to create two distinct sides that are not mirror images of each other.

Image Y may be a triangle, a balloon, a wedding ring, a baby, a logo, a happy face, and many other designs as long as one can keep track of the image's part A versus part B. Image Y may even be a circle if the circle is colored differently on one side or has some other distinguishing features like a happy face so that if it were divided into two parts, it would be easy to know which part is which. A figure like 3 a that has symmetry in every direction (when cut straight anywhere along the center) and bears no distinguishing marks internally should not be cut to create two symmetrical mirror images because there would be no challenge in the game. It would fit the formula, but the game would not be challenging beyond age three. Instead, such an embodiment like 3 a can be cut to create unequal sides like in FIG. 3 b, and then it can still create an identifiable part A and a part B for the purposes of this invention.

Further, it is important to define the cut line between part A and part B. The image Y needs to be divided along cut C to produce part A and part B. Part A can align near B to complete Y by sharing cut line C, as in the formula Ac+cB=Y where C shows the location of the line relative to A and relative to B. A and B cannot come together to form Y if C is not aligned between them. The cut line must be aligned carefully by the manufacturing process. Ac+cB=Y. A+A will not equal Y. B+B will not equal Y. FIG. 4 a shows that Ac+cB=Y. This holds true for all images Y that are cut into part A and part B along line C, such as those in 2 a-2 d. FIG. 4 b identifies in a black stroke the line g—the outline excluding the cut line. FIG. 4 b shows that cB+Ac does not equal Y because the parts would connect along g—not aligned with the cut line. Thus, the orientation and alignment of A and B is an important step for preparing the sets for all embodiments.

The cut line becomes more critical for the process of placing part A and part B along a side of an object. The cut line must align along the object's edge, at a precise location.

Part A and or Part B are placed over an object that is larger than part A and or part B. The C of A and or B is aligned along a side S of the object at spot x. X is chosen carefully by measurement. FIG. 5 a shows an object that in this embodiment is a SQUARE with part A overlapping and aligned along C at a measured point X. X was chosen so that A is centered along S. SQUARE has 4 sides, so it has 4 S's. FIG. 5 b shows parts A and B forming a cavity through SQUARE along its S's. Parts A and B are aligned so that they are centered along the S and their cut line C is aligned with the side S of the SQUARE. Planning their location helps get the desired result when the sides of different shapes align. When a side of one square aligns with a side of another object, they form an edge that has the image Y overlapping.

As FIG. 5 b shows, part A and part B can super impose over an object in a variety of embodiments. They can be etched, embossed, turned into a cavity, engraved, carved, stuck on, stamped, painted, or created through other methods.

The process of aligning an A or a B along side 5 on a measured point X can be repeated until all the sides of the desired shapes have an A and or a B on them. FIG. 5 c shows an embodiment of a top view of a triangle with parts A and parts B forming cavities along a pre-determined point x. FIG. 5 c has three sides and three parts—A, B, and B.

An object may have only A's, only B's, or a combination. In one embodiment, an equilateral triangle like in 5 c could have one part for each side, for a total of three sides. The total possibilities of allocating the parts would create a set of four different triangles: a triangle with A, A, A, a triangle with B, B, B, a triangle with A, B, B, and a triangle with A, B, A. The total range of distinct options can change if one adds another shape to each side, or another side to an object. It is also possible to create embodiments where not every side has a part of an image. These can serve as “end pieces” to block a partner in a game. In the embodiment of the triangle, a triangle object could have A,A, no part. Or it might have A, B, no part, or B,B, no part, and so on. The formulas for each triangle are described from the view from above in 11 a.

If the triangle, or another planar object in other embodiments, is reversed, its formula will reverse. This will give the object new powers of connection, which may or may not be according to the game for which it is used. In some embodiments, the planar game pieces may reverse.

Just as an equilateral triangle can have a unique set of arrangements when only one part is allocated per side as in the embodiment above, one square can also have its own set of arrangements for part A and part B. In one embodiment where the object is a square, one particular formula calls for six squares that each have a unique arrangement for its A's and B's. In this embodiment, the formula for each square in a set is: A,A, A, A; B, B, B, B; A, B, B, B, B; A, A, A, B; A, A, B, B; A, B, A, B. FIG. 6 a shows the entire set for 6 SQUARES that are each distinct in their distribution of A's and B's, where there is always one part centered along point x for each side of each square. All A's and B's are aligned and planned along point X with respect for one another within the set with the purpose of producing the desired effect once the squares will come near each other.

FIG. 6 b shows the same set formula in 6 a but uses the embodiment of a heart for Y. Half heart A and half heart B follow the letter formula. This is the symmetrical image. FIG. 6 c shows the same formula for the same set of six distinct squares using the same limitations in 6 a, but this example uses an image that is not symmetrical. Clearly, a variety of other embodiments for images will be very useful. Logos, ribbons for various causes, holiday symbols, and many more images will look great.

After assigning a set of objects with a set of A and B attributes, the next step is to align multiple sides (S) of multiple shapes so as to match A from one shape with B from another shape along spot x, so the location of X needs to satisfy the needs for the match.

The act of trying to align sides S to match where x is has given rise to a variety of new games. Strategy games in which each player tries to connect four shapes in a row and to block the partner, or games in which players try to create perfect squares of tiles the fastest are now possible. This new method of matching 2D game pieces in order to complete images—simply by putting them side by side—puts a twist on the classical Dominoes®, Connect 4®, and Tetris®. These games can be played with a variety of planar and polyhedron objects.

Other formulas for sets for polygons are possible. The embodiment of a set presented in 6 a and 11 a reveals the unique attributes that result from spreading A and B to create as many distinct faces as possible. Additional polygons with additional sides and images on some or all sides can create new sets with their own set of attributes. An eight sided octagon for example would result in a larger set in which parts A and B can create unique variations for the set.

Additionally, creating a set of polygons having a specific formula for the location of parts A and B is also useful for a range of embodiments in which the set of polygons can be assembled into polyhedrons. Specifically, the polygons can be arranged to produce polyhedrons with a complete image Y along each edge. The act of orienting the polygons to create the polyhedrons with all the images at the edges aligning correctly is one of many embodiments of a puzzle game nature. In addition, another embodiment is the plurality of polyhedrons, having already images wrapped around the edges, approximating each other to create further complete images.

In the embodiment of squares, the attributes in the set of squares in 6 a is the basis for the formula for assembling these squares and placing them in 90 degree angles to create a cube in which every edge has a complete image Y. Specifically in this embodiment, six squares can join at x points along their four sides, thereby forming a cube. Each place where the sides of each shape join is edge Z. FIGS. 8 a-8 c show a cube in an open (“unfolded”) position. Each of its faces (square polygons) lies flat in 2D with a view from above. When the faces are “folded,” each side of each square would meet another square. 8 a-8 c show the cube open so as to illustrate a unique cube formula for where to position and how to orient the 6 squares of the set of 6 a. The formula in the embodiment is the only way to orient the squares of this set to make a complete image y when the cube “folds” at each edge Z.

Without the formula in 8 a, a player would have to experiment with the squares of 6 a in multiple orientations and combinations before discovering the solution to get a complete image at every edge. The act of trying to find the correct combination and attach and or release the polygons until every edge is a complete Y describes an embodiment of a toy.

Such a fun game can be made from magnetic squares, or with a rotational mechanism that allows the polygons to rotate until all the edges of the polyhedron complete image Y. It could also be manufactured more simply with removable stickers along a cube, felt, computer software, hand held battery operated gadgets, and so on. Image 9 a shows the individual squares and cube to demonstrate a game in which one has to stick the squares onto the cube.

In another embodiment, the formula specified in 8 a can also be used to make playing dice. Unlike the embodiment above where the orientation of the square polygons can rotate or release in an effort to complete Y, in the dice, the Y image in the corners is already complete. Therefore, the dice is an embodiment in which the faces of the dice are fixed in position. The part that can rotate is the dice itself. The dice is the object, hence, that can meet adjacent to other dice to try and complete image Y. Two dice may complete image Y from one view, or all the way around, or only at visible angles.

In multiple embodiments, a game uses two or more dice. FIG. 10 a shows two dice that can approximate side by side and create a complete image Y all around. FIG. 10 b shows a front view of two dice that stack but do not complete image Y where they meet. FIG. 10 c shows a first die and a second die almost connecting to make a heart in almost every side—the back side is not accurate.

The selection of A or B along the side of the shape gives the shape its attributes—its unique powers to potentially approximate another shape and complete image Y at each edge Z. The processes of making such a die, as well as for the die itself, are embodiments.

In FIG. 8 a, each square has 4 sides with the letter A or B on each side. The positions of A and B are predetermined along a specifically measured point X so that when the cube folds back into 3D, each A and B will align to complete image Y. FIG. 8 b shows the formula for making 3D cube using the image of hearts that are divided along the midsaggital line creating two symmetrical parts A and B. 8 c repeats 8 a and 8 b but uses a stick figure that is not symmetrically divided. 8 d repeats 8 a, 8 b, and 8 c but uses an asymmetrical stick figure that is divided through the central median line.

In another embodiment, a group of dice can stack to create 2×2 squares, 3 by 3 squares, or 3 by 3 by 3—larger cubes made up of smaller dice. It would be a lot more challenging to arrange all of them to complete the Y's. This challenge might be achieved if the dice reflect each other in position. Many strategy games have been developed to interact with these dice embodiments.

In another embodiment, the four triangles set of 11 a also join to create an image at each edge. When they join at angles, in one embodiment, four triangles from the set can create a pyramid. FIG. 11 b shows the four triangles adjacent to create a Y at each edge. This arrangement is also the formula for a pyramid when the triangles fold to connect. In one embodiment, a game can be to try to orient the triangles in order to complete the pyramid correctly. In another embodiment, the pyramid can be made into a four sided die. In another embodiment, several such dice can interact to try to complete image Y by coming near each other.

All of the dice may have magnets, lights, sounds, special effects, or no effects besides the satisfaction of joining the images. The images for Y can be any image but hearts are described in this embodiment. The dice may come in a variety of sizes, materials, and number of sides.

A group of distinct shapes can join along the x points (where A and B create the image Y). When the shapes meet at an angle, they create an edge, such as in the case of polyhedrons. Otherwise, they just meet at point x. FIG. 7 a. shows a square and a triangle meeting along a flat surface at point x. FIG. 7 b shows a square 1 and another square 2 meeting at an angle to create an edge Z marked by a dotted line while part A and part B align along point x. In various embodiments, a variety of polygons can meet to complete image Y. In addition, a combination of different polyhedrons can meet to create image y. Where they are manufactured together and the images are planned to match, then all can create the same image Y.

Process of Preparing an Object with Image Y

The process of manufacturing the game pieces requires that the placement of part A and Part B be planned carefully.

To begin with, part A and part B need to be measured at a point along the side of an object in a set so that the A and B will align to complete Y. If they are too high or too low, the product will not succeed.

Second, the manufacturer needs to determine the end result so as to determine which attributes of A and B to give a set. In one embodiment, a set of planar objects has exactly one type of face for each type of attribute combination. This embodiment makes the game more challenging.

To create a set, one embodiment is to create a different combination of parts by systematically allocating every available combination. An image with 5 parts total could have: aaaaa, bbbbb, abbbb, bbbba, aabbb, bbaaa, aaabb, ababa, babab. This can be defined as a set. The set can include sides with no image. This is another embodiment.

Any product that belongs to the set should be part of the planning. The image may be etched, embossed, turned into a cavity, and so on. The object can be made from any material.

Sample Game Embodiments

A set of polygons with a unique predetermined combination of parts A and B results in unique attributes. For example, a set of squares with one part centered per side, where no two squares are alike is disclosed in 6 a. This set has unique characteristics that allow each square powers of completing image Y with another square or other polygons that are made to match the same set.

One game that is possible to play with this set is similar to strategy games to collect four game pieces from one player in a row. The common trademark name is Connect Four® by Milton Bradley. With the embodiment of using the set presented in 6 a, a player may or may not be able to connect his own game pieces or to block a partner's.

To manufacture the game, enough game pieces are needed so as to achieve a win. The manufacturer needs to supply several of each piece in 6 a. The manufacturer can make the top view identifiable from the reverse, or simply make a second set so each player can identify their own piece. Players mix their game pieces before starting. To make each set distinct, if there is only one set, one player can reverse all game pieces. Each player then places a game piece at a turn. Each player tries to either connect their own game pieces to complete image Y, or to block their partner's game pieces by connecting image Y with the partner's piece. When players can only pull the top game piece, they may not always get a game piece that connects to their goal. This inability to connect adds a layer of challenge to the game.

The set described in 6 a can be manufactured in circles, with four shapes along the edges in four directions. The formula in 6 a can also be applied to rectangles. In addition, two game pieces or more can come attached at a time. Additional game pieces can have no image on the side, so they could block a design from continuing. Game pieces can be made from a large variety of materials.

Game pieces that follow the formula in the embodiment of 6 a can be made using Domino's types of tiles. Instead of dots on the center, the dominoes would have parts of images. The game could proceed much like variations of domino games.

A software version of all these games is also a great embodiment. In one game, pieces appear on the screen, one at a time for example. A player needs to quickly orient the game pieces so as to connect them to existing pieces. Each time a player connects an entire row, the row clears from the screen to allow room for more game pieces. If the screen fills up, the game ends. This is just one of many embodiments. Game pieces can burst, come in combination with other pieces, animate, or gain super powers.

All the games described using 2D game pieces can be played using 3D polyhedrons by staring purely at their top side. So a group of 6 sided dice can be used to connect four in a row as well as dominoes or software games.

The act of trying to piece together a polyhedron from a set of polygons such as the set of 6 a or the set of 11 a or other sets like them is another embodiment. A variety of toys and crafts can be manufactured to this end. Players can use stickers, magnets, and many other means of attachment to orient polygons in a set and attempt to connect them to create a polyhedron in which edges have the image y wrapped around. Devices in which a center pivot holds all the pieces can allow the players to pivot the pieces until they find the solution that joins all the sides.

In addition to the play value of trying to find a solution that assembles polygons in a set into an polyhedron with complete images, an already complete polyhedron in the embodiment of a die is also desirable. When playing with a six-sided die disclosed in 9 c, players can play a variety of games.

Two dice tossed and viewed from the top can sometimes be brought together to complete image Y. Sometimes they may not. If one is very lucky, they may even make an image Y all the way around where the dice come near each other. A player can skip testing their luck and try to bring two dice together to create this image all the way around. It is not so easy, but it is fun. This also works with a row of 3 or 4 or more dice. There is only way to arrange a group of the dice that are made according to the formula of 8 a, so that all the sides will complete image Y.

In addition to arranging the dice in a row, one could arrange them in 2 by 2 squares. When this happens, image Y can face in a variety of directions. Players can receive bonus points for arranging Y in one direction versus another. For example, all the Y's can face in, or all might face out. Half of them may face in and half may face out. Players can compete to see who manages to arrange the dice in a 2 by 2 square the fastest. They can earn bonus points depending on the arrangement of the Y's. Tossing the dice and being forced to work with the result on top only adds challenge. A similar contest can be to see who can arrange a 3 by 3 arrangement of dice the fastest. From the view from top, all the sides still have to complete image Y where the dice come together. In addition, one could try to see if the Y's are complete from side views.

In addition to building 2 by 2 or 3 by 3 arrangements, players can build the dice as towers, or as 2 by 2 by 2 arrangements. They would need to complete image Y on top. They could try to complete image Y all around the sides.

Dice can be from a variety of materials, magnetic, plush, come with special effects, come in a variety of sizes, or come in a variety of number of sides. Dice and other embodiments do not have to attach and may approximate each other to show a complete image Y.

In addition to dice, products can be manufactured to look like dice. For example, plush dice would be both a game and decorative. Picture frames with the formula for the set of squares for example can make hanging pictures fun. Coasters with the formula or paper plates can be a wonderful ice breaker game at a party. Jewelry that looks like dice will be fun. Key chains will be a great accessory and ice breaker. Charms that attach to jewelry can be made as a set.

While the invention has been particularly shown and described with reference to various embodiments thereof, it will be understood by those skilled in the art that the foregoing and other changes in form and details may be made therein without departing from the spirit and scope of the invention. 

I claim:
 1. A play item comprising a first object and a second object further comprising: a. A first portion of an image which wraps around edge of said first object, b. A second portion of said image which wraps around edge of second object, c. Wherein the second and first object are placed adjacent, a full image is formed
 2. The play item of claim 1 where said first object and second said object is a planar geometric shape such as a polygon, oval, or a circle, that is adequately larger than said first portion and or said second portion,
 3. The play item of claim 1 where said first object and said second object are each a polyhedron that is adequately larger than said first portion and or said second portion
 4. The play item of claim 1 where the location of said first image and said second image create attributes to said objects and make them a part of a set
 5. The play item of claim 1 where in various embodiments there is a means for adjoining said first object and said second object in a variety of angles,
 6. The play item of claim 5 further comprising a means for creating polyhedrons that are in releasable positions
 7. The play item of claim 4 wherein the polyhedrons are made up of polygon faces having a predetermined formula to create the image wrapped around edge
 8. The play item of claim 6 where in various embodiments a polyhedron can be assembled from six polygons that have a distinct combination of part A and part B
 9. The play item of claim 1 where in various embodiments, said first portion and said second portion wrap around edges using a formula that allocates them in a predetermined combination that allows a set of planar objects to have a plurality of distinct faces
 10. The play item of claim 1 where in various embodiments first object and second object are tiles
 11. The play item of claim 1 where in various embodiments first object and second object are dice
 12. The play item of claim 1 where in various embodiments said first object and said second object adjoin in software games
 13. A process and method of manufacturing a first planar shape having a first portion of an image on it and a second planar shape having a second portion of said image on it comprising of, in combination: a. A means to determine an exact placement for said first portion, and b. A means to determine an exact placement for said second portion, c. A means to align said first object and said second object, where
 14. Process and method of claim 13 includes a formula that allocates portion A and portion B to a specific location
 15. Process and method of claim 13 wherein said first object can align to create a polyhedron
 16. Process and method of claim 15 wherein said objects affix to polyhedron in a releasable format
 17. Process and method of claim 15 wherein said objects affix to polyhedron in a fixed format
 18. Process and method of claim 17 wherein said polyhedron is a die.
 19. A method of adjoining a first portion of an image wrapped on edge of a first object and a second portion of said image wrapped on edge of a second object, comprising the steps of: a. providing a first object having a first portion of an image wrapped around its edge and a second object having a second portion of an image wrapped around its edge, providing a means to approximate said first object adjacent to said second object, b. wherein said first portion has a predetermined position on said first object that is planned to align with said second portion on said second object when said objects are in correct orientation
 20. The method of claim 19 wherein said first object and said second object are polyhedrons
 21. The method of claim 19 wherein said first object and said second object are polygons
 22. The method of claim 21 wherein said polygons can be assembled into a polyhedron so as to complete said image wrapped around edges
 23. The method of claim 19 wherein said first portion and said second portion are carefully assigned their location according to a formula
 24. The method of claim 20 where said polyhedrons are dice
 25. The method of claim 22 where said polygons are in a releasable position. 